Home » The Solstice Rain Combat Lineup

The Solstice Rain Combat Lineup

UPDATE: Since publishing this post, I revisited Solstice Rain’s fights to explore a smaller, narrative-focused NPC roster that lets players and GMs gain greater familiarity with their foes. I highly recommend considering the revised lineup as an alternative to the below.


As an introductory module, Operation Solstice Rain is the ideal time to present players with a combat lineup of NPC foes they can encounter within the system. To this end, Solstice Rain includes most NPCs from the Lancer Core Rulebook, along with GM advice on how to use them. However, since I’m as particular about combats as my cat is about her food, I have a few nitpicks about Solstice Rain’s combat encounters:

  1. Combats tend to have more than 5 unique NPC classes, increasing combat complexity.
  2. Non-Grunt NPCs all have at least one optional system not provided by a template (like Elite or Ultra), increasing baseline difficulty for players and cognitive complexity for GMs.
  3. Three of the mech NPCs (Aegis, Berserker, and Goliath) lack representation in the module.

Nitpicks 1 and 2 are certainly personal taste; I know anecdotally that several gaming tables enjoyed the variety of NPC classes, and that the combat twists provided by the optional features can add refreshing tactical complexity. In a pinch, I could run the combats as written with little fuss. However, given enough time to customize this lineup, I would want to tone down the complexity of the combat encounters to both relieve my mental load and avoid overwhelming my less tactically-oriented players.

So, let’s see if I can’t address my nitpicks in this remix. This post is lengthy, so if you’re in a rush, scroll down to “The Final Lineup” for a TL;DR.

Take It from the Top

The Lancer Core Rulebook has 30 mech NPCs (and 3 biological NPCs). I care most about introducing the mech classes, so I have the following NPC role breakdown:

  • 4 Artillery
  • 6 Controller
  • 5 Defender
  • 10 Striker
  • 5 Support

(As an aside, in this urban warzone adventure, the biological Squad NPC makes the most sense to use as a legitimate combatant, as Human is better as a “commoner statblock” and Monstrosity needs narrative massaging to introduce. Nevertheless, a Squad is mostly just a durable Striker, and there are 10 other Striker mechs already. If I did include a Squad, its main purpose would likely be thematic damage filler.)

Solstice Rain has 6 combats. This means that if I want to address my first and third nitpicks (too many unique NPCs per fight and missing NPC representation), on average I will have around 5 unique NPC types per fight, likely falling in the range of 4-6 unique NPCs per fight. This allows me to potentially introduce all mech NPC classes while keeping team compositions tight and focused.

Organizing by Roles

To create a self-contained NPC composition, it’s usually a good balance to include 1 class per NPC role. Given that, typically, no more than half of an NPC composition should be Strikers or Artillery, I combine the Strikers and Artillery into a single budget of 14 unique “Damage” classes, letting me distribute about 2 of these classes per fight (though a couple fights may have 3). Controllers, in comparison, have exactly 6 unique classes, meaning I can cleanly distribute one “featured controller” to each fight. Lastly, I combine the Defender and Support classes into a pool of 10; usually each fight could have both, but a couple fights will lack one or the other. So my NPC class compositions for each fight will usually be:

  • 1 Controller
  • 1-2 Defender and/or Support
  • 2-3 Striker and/or Artillery

Note: This reflects NPC classes I can pick from, not the total NPCs I deploy. For example, I could deploy 2 Hives (Controllers) alongside 1 Assault and 1 Berserker (both Strikers) and still have no more than 50% Strikers in my final composition. This may be useful for balancing compositions with several Striker or Artillery classes.

After all of this effort planning for NPC uniqueness, my second nitpick (the presence of extra optional systems) is comparatively simple to address: Simply remove all extra optional systems (i.e., ones that aren’t provided from a template, like one chosen for Elite’s “Specialist Kit”) from all NPCs. For templates that provide a range of optional systems (e.g., the 1-2 provided by the Ultra’s “Advanced Kit”), only keep the minimum number of options. This actually makes the remaining optional systems more notable, meaning I can use allude to them as clues during narrative segments.

With all this in mind, I build my NPC combat lineup.

Building the Lineup: Letting the Rain Trickle Down

In general, when remixing Solstice Rain’s encounters, I want the NPC rosters to maintain fidelity with the original module. I want to change as little as possible to address my nitpicks so I can still utilize the helpful tips and strategies provided by the author. That means that I will usually assign NPC classes to their original combats; I will primarily be removing NPC classes from a composition, not adding them. When describing compositions, I abbreviate the NPC templates as “G” for Grunt, “V” for Veteran, “C” for Commander, “E” for Elite, and “U” for Ultra. If a given NPC class or template would only appear for a higher player count, I will wrap them in [square brackets] if they occur for 4+ players and {curly brackets} if they occur for 5 players. I will also use the shorthand of “C#” when referring to the different combat encounters (e.g., “C1” for “Combat 1”).

Step One: The Anchor

The easiest step is to look at the original composition for “prominent NPCs”. These are NPCs that either start with or gain templates that give them additional structure (like Elite or Ultra), or NPC classes that only appear in a single combat. Removing these NPCs means I’d ultimately have to replace them with additional NPCs (templated or otherwise) in order to maintain my encounter budgets. So, I will instead use them as an anchor around which I can build the rest of my combats. This means I have the following starting compositions:

Combat #ControllerDefender / Support 1Defender / Support 2Striker / Artillery 1Striker / Artillery 2Striker / Artillery 3
1 BastionSupportBombard  
2Seeder  EngineerCataphract 
3 E [C] Sentinel V {E} RainmakerSpecter 
4WitchV Mirage{V} DemolisherAceBreacher[{E} Assassin]
5[E] Barricade[V] Pyro[C] ScoutSniper  
6[E] Hive{V} Pyro U {C} Operator  

This is not set in stone: A Veteran Pyro shows up in C5 and C6, and I’m not sure I want my single Hive in C6. In any case, it’s a solid start. Significantly, C4 is practically complete; it may warrant minor revisions at worst.

Step Two: The Featured Controllers

The next easiest step is assigning the Controllers. Conveniently, they divide cleanly with 1 controller in each of the 6 combats. Following the logic I previously mentioned, I would assign the controllers as follows:

  1. Hive
  2. Archer
  3. Seeder
  4. Witch
  5. Barricade
  6. Hornet

Hives are simple and engaging controllers; they deserve to be front and center in the first combat of the module. The narrative has already established that C4 will involve tech-oriented enemies, so it’s only fair that the Witch remains where it is. Hornets feature in C5 & C6, but their mobility feels more appropriate for C6’s map (though their ability to inflict Impaired may be hair-raising alongside the Operator’s Short Cycle Lance). Regardless, I’ll accept the risk and turn C6’s [Elite] Hive into an [Elite] Hornet. With Hornet in C6, Barricade naturally fits C5’s Gauntlet.

That leaves the Archer and Seeder for C2 & C3. Surprisingly, I break my rule from above to put a Seeder in C3, where it didn’t previously exist. My reasoning is that the combination of the Seeders mines with a large Escort objective and grapple-dragging Cataphracts may be too overwhelming for new players (and Seeders make sense for entrenching an established position in C3). Additionally, since C3 will include a Rainmaker (which deals Reliable Damage) and a Sentinel (which focuses on Reactions), adding the Reliable-touting, reaction-shooting Archer to that combat seems both oppressive to fight and tedious to track. Archer and Seeder could probably swap places without too much fuss, but I’ll stick to this lineup for now. This brings me to the following lineup:

Combat #ControllerDefender / Support 1Defender / Support 2Striker / Artillery 1Striker / Artillery 2Striker / Artillery 3
1HiveBastionSupportBombard  
2Archer  EngineerCataphract 
3SeederE [C] Sentinel V {E} RainmakerSpecter 
4WitchV Mirage{V} DemolisherAceBreacher[{E} Assassin]
5[E] Barricade[V] Pyro[C] ScoutSniper  
6[E] Hornet{V} Pyro U {C} Operator  

Now that I have assigned over two-thirds of the NPC roster, I want to start considering where I can fit in the Aegis, Berserker, and Goliath.

Step Three: The Missing Links

I want to place the Aegis, Berserker, and Goliath NPCs on maps and sitreps where they shine. Firstly, the Aegis wants to start in a defensive place and never move, immediately ruling out C1, C4, and C6. C3 allows for flexible deployment, but the Aegis’s obvious benefactor (the Rainmaker) arguably doesn’t require additional defenses. C5’s Gauntlet is excellent for an Aegis, but the fight doesn’t need another support. However, C2 is practically begging for an Aegis, with a centralized initial deployment location and current lack of defender and support. Aegis goes in C2.

Solstice Rain’s battlemaps limit where the Goliath can fight. If a map’s terrain is too large and too narrow for a large NPC to traverse, it’ll be stuck in a corner the entire fight. Consequently, using the maps provided with Solstice Rain, this rules out C3, C4, and C6: Their clutter and large terrain restrict the Goliath from most of the map. C1 has good walking paths, but already has a defender. C2 has too little cover large enough to cover the Goliath in the center of the map, and the alleys for the ingress zones throttle traversal. C5, however, has open space and cover big enough to protect a Goliath. Since the Pyro already has a home in C6, I replace C5’s [Veteran] Pyro with a [Veteran] Goliath.

Berserkers are probably the most flexible of the three “missing links”: They charge into a fight and cause chaos. Therefore, I only need to look at combats missing a Striker/Artillery NPC. C1 still needs a Striker, but I already had one in mind (more on this later). Furthermore, C2, C3, and C4 all have Striker/Artillery quotas filled. C6 already has the Ultra Operator, and the cramped quarters of the fight may the Berserker will have a hard time using its Avalanche Charge. In comparison, C5 feels breezy and open, with protected lanes that still let the Berserker charge easily. For this reason, I slot the Berserker into C5.

For those keeping track at home, the lineup is now:

Combat #ControllerDefender / Support 1Defender / Support 2Striker / Artillery 1Striker / Artillery 2Striker / Artillery 3
1HiveBastionSupportBombard  
2ArcherAegis EngineerCataphract 
3SeederE [C] Sentinel V {E} RainmakerSpecter 
4WitchV Mirage{V} DemolisherAceBreacher[{E} Assassin]
5[E] Barricade[V] Goliath[C] ScoutSniperBerserker 
6[E] Hornet{V} Pyro U {C} Operator  

Step Four: An Assault Aside

C1 is still begging for a Striker. Normally, I’d consider the Assault, since C1 is already remarkably close to the “Tom Special” (a suggested NPC composition from Tom Bloom, co-creator of Lancer) of Assault, Hive, Bastion, and Barricade. However, I am leery of the Reliable damage Assaults bring to a fight. If I want to teach players to use Lancer’s Cover rules, saying “the NPC misses, but you take damage anyway” strikes me as counterproductive. (Of course, I know one could argue that this encounter could teach players to Hide and become untargetable. Nonetheless, Hiding sounds like a slightly more nuanced topic than simply taking cover.)

Furthermore, while the Assault’s Hunker Down reaction can encourage players to focus fire, it leaves 3/5 of the opfor with some kind of nonspecific damage resistance. Paired with the Support’s Restock Drone, this leads to large amounts of effective HP to chew through. In this initial fight for new Lancer players, I want to use a Striker more interactive than an Assault.

At the suggestion of Maria Lopez (author of the GMS Crisis Catalog), I feel Scourers fit this need. They rely upon landing multiple successive hits, which cover can meaningfully prevent. Additionally, their Self-Heat and Cooling Module make them satisfactory targets for both of the new Chomolungma’s unique Invade options. My primary concern would instead be their 2 Armor and Resistance to Energy (a common damage type for GMS Armor-Piercing weapons). Be that as it may, it creates a golden opportunity for a Hacker to Expose the Scourer for a potential damage boost. Worst comes to worst, I could also remove the Scourer’s Armor or Resistance for this introductory fight. Therefore, I will use Scourers for C1 and introduce the Assault later.

Step Five: Draw the Rest of the Owl

From here, the compositions start to fill in themselves. C1 & C2 both list a Priest, but C1 already has a Bastion and Support. Meanwhile, C2 only has an Aegis, leaving up to one more slot for a defender or support. Since Aegis and Priest both have defensive features, pairing them together may make up for a lack of dedicated Defender.

C3 could use one more NPC; since it normally has a non-Grunt Ronin, I’ll add Ronin to the composition for 4+ players. This leaves the composition damage-heavy, but it may be possible to counterbalance with a few Grunt Sentinels as distractions.

C4 is complete as is, barring last-minute tweaks. C5 feels similarly complete.

For C6 then, the last NPC class is, ironically, the humble Assault. Alongside the Ultra, the simplicity of the Assault works in my favor, especially if I neuter their Hunker Down with the Grunt template (one fewer reaction to track). Additionally, their Reliable damage will feel less oppressive due to the map’s tall shipping containers completely blocking line of sight. To round out C6, I also keep the Sentinel Grunts, as they are decent mooks thwarted by good defensive positioning. With these additions, I am left with the following lineup:

Combat #ControllerDefender / Support 1Defender / Support 2Striker / Artillery 1Striker / Artillery 2Striker / Artillery 3
1HiveBastionSupportBombardScourer 
2ArcherAegisPriestEngineerCataphract 
3SeederE [C] SentinelG SentinelV {E} RainmakerSpecter[Ronin]
4WitchV Mirage{V} DemolisherAceBreacher[{E} Assassin]
5[E] Barricade[V] Goliath[C] ScoutSniperBerserker 
6[E] Hornet{V} PyroG SentinelU {C} OperatorG Assault 

Each of these compositions possesses 1 Controller, 1-2 Defenders or Supports, and 2-3 Strikers or Artillery, while covering the entire Core catalog of NPCs with minimal overlap. After that, the only topic not covered yet is which optional NPC Features to pick.

Step Six: Template Optional Features

NPC templates slightly complicate my proposed rule of “remove all optional NPC features.” Optional features granted by Commander and Veteran templates can stay. However, Elite- and Ultra-templated NPCs are in a weird position when stripping them of their optional features. As written in Solstice Rain, an NPC templated like this usually already had one or two optional features from its class before it gained the template, meaning the template added one more class feature to the pool. I want to only keep the “one feature” added by the Elite or Ultra template, so which of these class features do I keep? The one it had before it gained the template? The one granted by the template? Ask for an author recommendation?

My completely personal and arbitrary answer is “keep whichever feature feels right to me.” I prefer optionals that either reduce my mental overhead, introduce interesting elements for new players to puzzle about, or just flat-out feel cool. In short, here’s a quick rundown of my choices:

  • C3 Elite Sentinel: Punisher Ammunition. It’s a simple and passive control effect that directly threatens the PCs’ ability to reach the Rainmaker.
  • C3 Elite Rainmaker: Hades Missiles. Seeder is already covering chokepoints in mines, so Endless Rain may feel oppressive. Hades punishes grouping up while the Specter punishes splitting up, so this can force an interesting tactical dilemma upon the PCs.
  • C4 Elite Assassin: Spinning Kick. Stylish move, and it knocks foes off the control zones.
  • C5 Elite Barricade: Titan-Snare Drone. Potentially controversial, but I like the control effect paired with an interactive (read: destructible) drone.
  • C6 Elite Hornet: Umbral Interdiction. Frustrating control effect limited by line of sight and the Hornet’s low Sensors. Thus, it’s excellent at relieving pressure on the Ultra.
  • C6 Ultra Operator: Telefrag and Short-Cycle Lance. Telefrag encourages the Ultra to take risks and get close. Solstice Rain’s narrative heavily involves the Ultra’s Short-Cycle Lance, so I drop Limitless in favor of it. Notably, both of these features are interesting ways for the Ultra to spend their extra turn for the round besides simply shooting.

At this point, I can generate a complete enemy lineup for each fight, including reinforcements.

The Final Lineup

Below is the resultant combat lineup of from all of my mental gymnastics above. In particular, it features every mech NPC from the Lancer Core Book, minimizes the number of optional NPC features, and restrains each combat to 5-6 unique NPC classes. Generally, Solstice Rain’s GM tips on NPC usage apply to all of these NPCs, sans those referring to removed optional features. A GM can run combats using this lineup alongside the module’s original victory conditions.

Some notes: “Replacements” means “prioritize releasing NPCs of the same class as NPCs that have already been destroyed.” While bringing in these reinforcements, try to maintain a ratio of about 1.5 NPCs for each 1 PC in the fight at a time, with a maximum number of NPCs deployed equal to about 3 times the number of PCs. Follow the sitrep’s rules for deploying reinforcements (e.g., only deploy 2 NPCs at a time in Combat 1’s Holdout).

I abbreviate NPC templates as “G” for Grunt, “V” for Veteran, “C” for Commander, “E” for Elite, and “U” for Ultra. Unless otherwise mentioned, I have left any Commander and Veteran optional features unchanged from Solstice Rain. Otherwise, the only NPC optional features are the ones explicitly listed. Content for 4+ players is in [square brackets]. Content for 5 players is in {curly brackets}.

Combat #Initial OpforReinforcements
1Bastion
Hive
Scourer
Support
[+1 Scourer]
Bombard
Replacements
2Aegis
Archer
Engineer
Priest
[+1 Archer]
{+1 Priest}
2x Cataphract
Replacements
3V {E} Rainmaker ({Elite: Hades Missiles})
E [C] Sentinel (Elite: Punisher Ammunition)
Seeder
Specter
[Ronin]
{2x G Sentinel}
None
4Ace
Breacher
{V} Demolisher
V Mirage
Witch
[{E} Assassin ({Elite: Spinning Kick})]
None
5[E] Barricade ([Elite: Titan-Snare Drone])
[C] Scout
Sniper
2x Berserker
[V] Goliath ([Veteran: +1 Acc to Hull checks/saves, Acrobat])
{+1 Berserker}
6[E] Hornet ([Elite: Umbral Interdiction])
U {C} Operator (Operator: Telefrag; Ultra: Short-Cycle Lance)
{V} Pyro
2x G Assault
2x G Sentinel

Closing Thoughts on the Combat Lineup

This lineup hit all the notes I wanted it to reach, but I still have a few ideas to consider:

  • Combat 4 features six unique NPC classes. While six is my upper bound of classes, I could entertain moving a class from Combat 4 to Combat 6 instead (though Combat 6’s budget is tight due to the Ultra). Maybe the Breacher, since Breach Ram can be thematic terrain destruction alongside the Operator’s Short Cycle Lance?
  • The Ronin from Combat 3 could potentially be moved to Combat 1. Combat 3 is already damage-heavy, the Ronin feels similar to the Specter, and a melee class would add variety to Combat 1.
  • The Specter could potentially swap with the Assassin from Combat 4 due to how frustrating Invisibility can be without appropriate tools. This would pair well with Mission 2’s briefing explicitly informing the players to expect Invisibility. That said, since I am establishing that the anti-air squad in Combat 3 is an offshoot of the comm jamming squad from Combat 4, the Specter’s invisibility could be a nice nod towards their shared origins.
  • Some fights may benefit from extra mooks to hold ground and apply pressure. Under those circumstances, I would likely supplement the fight with Grunt Sentinels if I already have plenty of damage, or Grunt Assaults if I don’t.

In any case, I can flexibly adapt my lineup based on my table’s combat performance and narrative choices. After all, the best way to immerse my players in the game world is to contextualize these fights within the larger setting. That, however, is a topic for another post.

Solstice Rain Remix

Leave a Reply

Scroll to Top